Jump to content

blag

Members
  • Posts

    21
  • Joined

  • Last visited

Reputation

1 Neutral
  1. Could you try the same "overheating" setting, but with a fuel tank twice the size of the actual ? (like a 32 instead of a 16) My guess is your fuel tank is not big enough to buffer all the heat of the drill-o-matic. The point with thermal is the transmittance, that mean a radiator at one end of the ship will not be able to cool down the other end efficiently.
  2. Not really good to make a "small spacecraft" XD I don't have MH now, I think it's worth at best 10€, so I'll wait steam sale... I don't need it to be guided, but I need the science that's inside. and for that if the chute don't deploy, there is no hope, aka a not blow'ed-up probe in the physical radius. This is probably why the classic probe core can't stand even a little drag : if it's already hot from the shield, it's a straight boom
  3. Thanks ! No struts, what you see is the edge of the QBE probe that I offset in the battery / SAS. That's why I think this is a bit cheating and I don't really like it For the heat shield, this one can make (more or less the solar panel) a really hard re-entry at over 3.2km/s with a negative Pe ... The Storage unit is really tough (just 400K under a heat shield, better than the mk1-3). This is the big shield try : https://imgur.com/UNhVj2q It can do a good reentery, but it's a bit heavy on the lander (nearly 0.5t) But I finally found a good solution, without hiding a full probe : https://imgur.com/dxNgaW6 With the small OKTO2, I keep it at 0.28t and nothing is out of the Storage screening
  4. The answer you seek is a Kerbin Pe of 45 km. Don't go lower. (If you're afraid of losing your ship, you can try 50Km.) This is for a Mk1 +Mk16 chute, facing retrograde the whole time. It'll take you two entry, the first to slow enough and the second is the real one.
  5. The only way will be cheating a bit and disable the comm-net (or lower the range modifier) to save your spacecraft. If you want to be realistic as much as you can, use this temporary control to do what could be a "pre-planned orbital capture" and just leave you spacecraft here. If you want to gain control again on your spacecraft, you'll have to launch some SatComm around Jool : go for 3 on a share-ride, with a 100G antenna each (and try to make them orbit Jool on the same period, with a 120° from each other to cover the whole surface)
  6. I'll try with an oversized heat shield. The command pods don't feature the "collect all" option, and if I need to put someone in, that's no longer an unmanned probe...
  7. Hello, I'm struggling to make a small science storage probe that can handle the 3km/s re-entry from Minmus/Mun. The point is, given the size of the Storage Unit, every probe core will catch some drag and as there is no small one that can handle more the 1200k, they all go boom... This is the best I can make, but it had to use some offset to protect the probe : https://imgur.com/a/mTJvvT5 (I get rid off the thermal shield as it seem useless against the 2900K tolerance of the Storage)
  8. Thanks a lot for your full length answer. 16k dV ? damn, that's worst that what I calculated... u_u Totally forgot about the radiator, never get this close of Kerbol before (and if I can avoid cooking Lodlan as a crisp, that's better). For the Ion design (and the nuke one too), I was trying to put it on track straight from LKO : this explain the 0.3 T/W ratio, the 9 engine and the omnidirectional x4 XL solar panel ( with a 100e/s output) But you're right, a LF/LOx engine is a better choice for this 2k dV ejection shoot, and will allow me a smaller T/W (but then that mean a lot more tweaking to match the target speed, and kerbin one on the way back) With staging, I get the following spacecraft, that's able to make the 2.5k dV burn for the 2.10^9 Pe and circularize (take a 3h burn but well, it's efficient XD)
  9. Hi, I'm seeking some help about a contract I accepted at the beginning of my career save. I need to make a rescue mission of a spacecraft around Kerbol, but I'm having some hard time planning it. For what I've done now, I think I'll need at least 14k dV from LKO (2k to put my Pe around Kerbol, and twice 6k to circularize and get back to Kerbin). Will 14k dV be enough ? I think I'll go with the 3x nuke one, but I find my spacecraft really big for what it''s intended to do. Is there a better way ?
  10. Thanks for the quick answer, I'll try this. [edit : work fine, thanks a lot ! ] Could you update the `INSTALL` part of the OP and the `Readme.md` in the github project ? (I found your version from the fork page of github, so I totally miss the dependency warning...)
  11. As I was using the old original last version of VOID, I was hopping to switch to this fresh one, but I can't get the VOID icon on my launch bar. Do you have any idea why ? (VOID 1.1.7 / KSP 1.4.3 Linux + KerbalAlarmClock mod)
  12. Seem to work fine on top of a vanilla version. I've just tried the orbital period display part for now. Good job
  13. Hi, I'm facing some random crash of my KSP 1.1.3-steam vanilla on Ubuntu 16.04.1 LTS. At first I was thinking I've made a *ctrl* + *q* by mistake, but it's the 3rd crash in two week, and this time I was just running my rover around so just using *w*, no way it was my fault this time. My KSP.log http://pastebin.com/3yStRTNP hardinfo http://pastebin.com/eGexmkaH player.log [light path] http://pastebin.com/E0npg7Us
  14. I now don't have any trust in the save management of KSP, So I put my save folder in dropbox, and use the versioning to revert my Persistent.sfs when something strange happen... :-/ I don't had this kind of problem however, I think you should add your version / platform, it could help to try to reproduce.
  15. The thing is it change just after wrapping outside Mun orbit, so 4h ahead (as you can see on the screen-shoots), out of a 30d orbit. if It was around T+15d, when I'm at Ap, why not, even if it'll still be annoying, but in this case, it's just like KSP can't get right the second orbit crossing even without any other SOI than the kerbin one. To be honest, this will be my first mission outside kerbin orbit after ~300h gaming (I've made some kerbol orbit, but just outside kerbin SOI, to be able to get back my space ship). I'm playing on career mode, so I try to be careful. This seem the best way to me for a low kerbol orbit, where I need to rescue a kerbal for a contract. My space ship got around 5km of DV from LKO (if I'm right in my calculus: a LV-N over an orange tank+ a mk1 pod) . I don't find any tip/tuto on how to go near kerbol efficiently. A basic LKO > kerbin escape > Hohmann transfer > low kerbol; and way back seem a bit inefficient for me, that's why I was going for a gravity assist on kerbin.
×
×
  • Create New...